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Old 05-05-2009, 03:09 PM   #121
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I think your question has been answered, but just incase, your aswer is, no, it doesn't count as post effects. What your talking about is just a shader, doing it's thing. So your fine.
are you sure of this? i think any shader that is not applied on the character isn't allowed, lets say i want to apply a glare shader to the output channel of the mental ray renderer, it should be considered a post effect, even if its named as "shader"
have i got it wrong??? O_
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Old 05-05-2009, 03:13 PM   #122
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well, the problem is, the rules say all shaders are fine. So I can't say this shader is good, but that shader is not.
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Old 05-05-2009, 03:23 PM   #123
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it is confusing, most people put glow on textures, so if I use glow on shader, it will not show up on texture.
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Old 05-05-2009, 03:35 PM   #124
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well, the problem is, the rules say all shaders are fine. So I can't say this shader is good, but that shader is not.
yeah, you may be right, but i'd avoid it in the presentation shot, to avoid to be banned, in the end even volumetric create no polygon and can be created with shaders, but i don't think they can be used
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Old 05-05-2009, 03:46 PM   #125
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I would play it safe and only use shaders that use texture maps as a base.
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Old 05-05-2009, 04:24 PM   #126
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yeah, i agree
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Old 05-05-2009, 08:24 PM   #127
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Yay post #100, anyways here is my query....How do you get an Occlusion map from your high res sculpt? I'm unable to import it into maya as a result of its mesh density to bake out a map. Is there a way to do it right from ZBrush? If so how? Also I noticed that in my normal maps I keep getting seams showing up, once I lowered the resolution in Zbrush to do the normal maps in Zmapper it made all the poly seams, is there a way to get rid of this?
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Old 05-05-2009, 08:37 PM   #128
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Yay post #100, anyways here is my query....How do you get an Occlusion map from your high res sculpt? I'm unable to import it into maya as a result of its mesh density to bake out a map. Is there a way to do it right from ZBrush? If so how? Also I noticed that in my normal maps I keep getting seams showing up, once I lowered the resolution in Zbrush to do the normal maps in Zmapper it made all the poly seams, is there a way to get rid of this?
just use Xnormal, it's a free software that creates normal map, AO, and many other thing, and it's more precise respect Zbrush, we have discussed of it before in this topic, just search for the post
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Old 05-05-2009, 09:17 PM   #129
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I dont use xnormal on account of me being too lazy to click links.

in Max you can bake an ambient occlusion map using the normals using mental ray, I'd imagine the same is true of Maya.

Cavity maps baked from zbrush are handy for details but you have to fiddle with the settings to get what you want out of them.

in the long run, xnormal would proably save me quite a lot of time
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Old 05-05-2009, 09:46 PM   #130
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just use Xnormal, it's a free software that creates normal map, AO, and many other thing, and it's more precise respect Zbrush, we have discussed of it before in this topic, just search for the post
Hey Astaroth, yea I read the threads but I gathered that xnormal was a plugin for max, I guess its not, in that case I think I will see about getting my hands on it the. THnx.
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Old 06-05-2009, 05:43 PM   #131
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Use Xnormal, it's easy and it helped me out a lot
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Old 07-05-2009, 01:21 AM   #132
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I agree, Xnormal is now an invaluable tool in my pipeline due to its ability to handle very large poly counts and bake AO without having to worry about mental ray or anything like that.

The XNormal plugin for photoshop also brings out some good results. As does the ability to export the cage from max (maybe maya) to use as a base in xnormal (XNormals cage tools could be slightly improved for ease of use, but other than that its fantastic!)
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Old 08-05-2009, 06:36 PM   #133
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I have a question, is it possible to have a transparency map, with an alpha map, then Two maps? or is it the same ... and so one.
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Old 08-05-2009, 06:40 PM   #134
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technically you could hide all sorts of other stuff in alpha channels but for the purposes of the comp alpha and transparency are the same thing

afaik etc...
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Old 10-05-2009, 10:57 AM   #135
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someone know a good way to rig a chain??? :\
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